Showing posts with label flavor. Show all posts
Showing posts with label flavor. Show all posts

Friday, July 13, 2012

D&D, The Classic Car of Role-playing Games


I was having a chat with Friend Ian and Friend Zak about Dungeons & Dragons today. Mostly, we were looking at how to make a better D&D, which seems like a pretty difficult thing to do. See, they made a pretty great D&D when they put together Third Edition. While it wasn’t elegant and seemed to lack focus, the game was well loved for its incredible flexibility, it’s adherence to the game’s roots, the much streamlined system (when compared to Second Edition), and a community-first approach (the OGL in specific) that really made the game shine.

One of the things I’ve been talking about a lot lately is tech constriction. Basically, it works like this: when White Wolf created Vampire: The Masquerade, they had a really cool goal – “Make a story-based horror role-playing game” – but they didn’t have the technology they needed to make that goal a reality. You see this a lot in early attempts at narrative-heavy role-playing games, with my favourite example being Skyrealms of Jorune. They did the best they could with what they had, and what they managed to squeeze from the systems of the time was pretty spectacular. It didn’t really lend itself to story-telling horror, but it did provide a cool avenue for Awesomer than Thou “superheroes with fangs” role-playing, and a lot of people really dug on that.

When a bunch of years passed, and it was time to look at relaunching the game, the technology available to the designers was significantly advanced to be able to handle more narrative games. But, rather than build a game that leveraged that new tech, they built a game that was a lot like the first version with some streamlining and some clever twists.

No one liked it.

Now, I personally prefer the New World of Darkness to the Old World of Darkness. But I don’t look at a game with the same eyes that most folk do. I look at games with the eyes of a designer and a retailer, and I can really appreciate the direction they were attempting to drive their line. But it didn’t work for most of the fans of the original game because it was “too different.” Imagine the shitstorm that would have come if they’d actually scrapped their whole system and designed one that was actually well-built for telling stories of personal horror.

This is tech constriction. When you publish a popular role-playing game, there is an expectation that future editions of the game are going to be very similar to that game. And that’s fine, it’s an understandable expectation to have, but it really ties designers hands when building a new edition of a game. If you don’t innovate, the game becomes stagnant and no one appreciates the new edition. If you innovate too much, it doesn’t “feel” like the previous editions of the game, and people get upset at having their expectations dashed.

Fourth Edition D&D suffered from innovating too much. The game took a new and unexpected direction, moving from comfortable simulation-heavy role-playing into a much more game-centric focus, and that move was jarring to a lot of people. I thought it was a brilliant move myself, because Wizards of the Coast has already exemplified simulation-centric play with Third Edition, and indie games have filled the niche for narrative games to the brim. Still, it wasn’t enough like previous editions of the game, and people railed against that.

So what’s the answer? How do you build a better edition of Dungeons & Dragons? How do you build a version of D&D that holds true to everything D&D is about, how do you utilize new technology without alienating your core audience?

In Friend Ian’s opinion, the solution is to exemplify the old tech, to give players a reason to love the old busted tech. The comparison he made is that, right now, D&D is a clunky jalopy held together with tape and hope, but what it needs to be is the shiny, perfectly restored classic custom. The 1967 Cadillac Eldorado. The 1971 Barracuda. Shine the old rules up, make them really count, and focus on those things that make D&D what it is.


Levels

Most modern role-playing games aren’t using levels as an advancement system. The vast, overwhelming majority of games designed in the past ten years are designed with point-allocation systems, or a system by which use directly affects advancement. Some games, notably Do: Pilgrims of the Flying Temple, use parallel advancement, by which I mean the character does not become statistically better, but instead grows in personality and that new personality changes how the player will play their character. (If you haven’t read Do: Pilgrims of the Flying Temple, I suggest you go buy it immediately, because it’s incredible).
Levels are archaic and they tend to make about as much sense as Save vs. Magic Wand. Why does gaining X amount of experience make me universally better at everything I’m good at? Wouldn’t the skills I’m not using fall behind those I’m exercising constantly?

But that’s part of this exercise, right? Making all that is old new again. How do you make levels matter more? The team at D&D next have flattened the curve, making each level less statistically important while opening new choices and options for your character. We’re still not really sure what that looks like, exactly, but it’s probably a strong step in the right direction. I need a reason to want to be level 13 as opposed to level 12. So give me those reasons. Give me something at every level that makes me go “What? Really? Really?” Give my fighter a castle at level 10. Let my warlord field armies at level 6. If my mage can’t lift an island out of the sea and build a tower on it at level 12, there’s no reason to be a 12th level wizard.

Now, these are obviously just spitballing, but seriously, if you have to do levels, and each level is supposed to be an achievement, you need to make every level a really big deal, and make them something I want to work towards. And that doesn’t just mean cool new attack powers. You need to build systems that are going to make those levels sweet. Like I said, let the warlord field an army, because at level 6 that’s something you seriously need to consider occasionally. Don’t get me wrong, that should definitely cost something. You shouldn’t be able to field an army just because these 13 orcs are kind of fucking with your day without it costing you a small fortune. But we’ll get to wealth in a minute.


Hit Points

Hit Points, even as the abstraction they’re made out to be, are sort of dumb. Like many of the weirdest mechanics in role-playing, hit points are a holdover from their wargaming roots, and in a larger-scale combat scenario, they make a fine abstraction of a unit’s ability to take damage and continue to function. A few people die, but it’s not enough to hinder performance. A whole bunch of people die, and the unit dissolves into a scattered rag-tag barely capable of hindering a healthy military force. Even in this case, I think it’s something of a stretch, but if you’re talking large-scale, unless a general dies, your armies should keep ticking away without too much difficulty if they take some casualties.

As a measure of an individual’s health, hit points are utterly ridiculous. Let me illustrate with an example. When you’re slicing something that you’re about to cook, and you cut yourself, what’s the first thing you do? If you’re not acting like a huge tough-person, your reaction is very likely “stop everything you’re doing, cover the wound, swear a lot.” This is a normal reflex, and everyone does it (unless they’ve been trained not to, and even then, if you’re not in a scenario where the training fits, you’re still probably going to jump, cover and grumble). This is a shock reflex. In small amounts, shock will keep you alive. In a rough situation, it can kill you.

Another illustration! I was watching a great video of a Krav Maga instructor talking about self-defence. I don’t remember much of the video, but there was one thing that really stuck out for me. “No matter how well trained you are, no matter how many martial arts you learn, a fifteen year old with a knife can kill you.” This is a paraphrase, of course, and I have no idea who the original instructor was, but it’s a really interesting point when talking about how much damage a human body can take before it dies.

A lot. And not much at all.

You’d be surprised what you can live through, and you’d be equally surprised what can kill you. People have survived falling a thousand feet without a parachute. People have survived being shot a dozen times. People have survived horrifying animal attacks and stabbings and hangings and getting hit by lightning three times. And a fifteen year old with a knife can kill you.

So how do you make hit points cool? How do you make hit points jump out at me and scream that they need to be a part of a game’s design? Well, D&D Fourth Edition did some things very right with hit points, but didn’t quite hit the mark. First of all, Fourth Edition gave you a lot of hit points compared to other games, because you’re supposed to be a badass. Second, the minion rule was a brilliant stroke that told a very simple story: minions are unimportant; they are mooks that you don’t need to worry about, and shouldn’t feel bad killing; and by extension, the player characters are goddamned heroes because they take a beating and don’t die like normal people.

Hit points have been sold, typically, as an abstraction for health, and I think that’s the wrong track. They’re not an abstraction for health, they’re not an abstraction for ducking and dodging and defending yourself and getting worn down (because if that were the case, they would have an affect on your abilities as they depleted). They should be an abstraction of how badass you are. When you take a hit point of damage, you get a wicked Bruce Willis cut on your chin. A single stream of blood runs across your forehead. Your armour dents, your sword chips, you get that single line of red cut across your cheek that is a dire insult to your honour and must be addressed.

If you want to make hit points matter, it’s imperative to make them an important part of the game by utilizing them in both flavour and mechanics. Wizards came close to this with the idea of marking a “bloodied” value, a mechanical middle-point to your hit points. Where I think they failed in this endeavour is making the bloodied value really mean something. As it currently sits, being bloodied is something you complain about to your healer and your healer zaps you with some healing. Being damaged is, at current, universally bad. This leads to a proliferation of healers and the horrible “five minute work week” that Game Masters have to constantly struggle against.

I want fighters to be rewarded for getting damaged. I want to see paladins and warlords at the hottest when they’re cut up and bruised. I want to see player characters getting pushed to the line and then coming back in a big way. Incentivize getting hurt. Make me want to jump into the fray and get bashed around a little, because I’m at my strongest when I’ve been tossed around a little. Add another tier of damage (Broken, 1/4 total hit points) that unlocks the big moves, the big bonuses, and huge damage.

And reverse that for wizards and sorcerers and warlocks and the like. They don’t want to get hurt, they’re not jumping into frays, they need to be protected while they’re slinging their spells or those spells are going to be less effective at Bloodied and catastrophically weak at Broken. It’s not easy to concentrate when you’re bleeding out. We’ll talk more about that when we get to classes.


Gold and Wealth

Once upon a time, you got an experience point for every single gold piece you acquired. Seriously. It was a big deal to find a dragon’s hoard, because that meant you were probably going to hit your next level (not that levels really meant anything beyond an achievement unlocking; see above). Gold mattered to the mechanics of the game in a very real way, and that meant that adding up all of your gold pieces was actually sort of fun.
Most modern role-playing games have done away with recording every penny on your character sheet.

More popular in the current stretch of games is an abstracted “resources” or “wealth” stat that you can use to purchase items you want or need. A few games still keep track of individual credits (Shadowrun, for instance), but if your character sheet has a “resources” score on it, the game is probably new school.
Greed is huge in D&D. The First Edition cover is famously a pair of adventurers prying a gem from the eye of a statue they probably shouldn’t be fucking with. Adventurers are in the game for the gold and the experience. But more recent editions of D&D have turned wealth into a way to get that magic item you want than an ends unto itself.

I say, bring back the gold/experience track. Make people crave gold itself because it makes you rich and helps you out mechanically at the same time. Add your current gold pieces (not your silver, not your copper, not your electrum, but your GOLD pieces) to your experience. Keep a separate track for experience from gold and experience from adventuring, and add them up at the end of each session.

Perhaps more importantly, change the economy of magic items. In specific, take the gold piece cost off of them, because magic items should be damned near priceless. No more the +1 sword, because that shit be whack, yo. More on that when we discuss “equipment.” But, seriously, make it impossible to walk into Ye Olde Magick Shoppe to buy a +2 dagger of slaying. Make buying magic items difficult and incredibly expensive. Make buying potions difficult and incredibly expensive. Make it clear that a peasant could never, with a thousand years of toil and saving, afford a simple +1 ring of protection, because players will think twice about dropping their experience count to buy one, and we want that tension in the game.

Then make it matter in the flavour. I live in Canada, so I think I have a better understanding of this problem than some of my southern compatriots. We have yellow dollar coins in Canada. We call them loonies, because we’re funny that way. The picture to the right is a stack of loonies. That’s $17, which isn’t a ton of dough. Each coin is about an inch across. What you’re looking at is a literal handful of money. You could fit seventeen dollars more-or-less comfortably in a single hand. Now, for the sake of our discussion, let’s say you and your crew take down a juvenile red dragon. Looking at the D&D 3.5 stats, a juvenile red dragon is a CR 7 creature, and it usually has three times the treasure of a normal creature of the same level. A normal treasure at seventh level would be 1d12x100gp. I’m going to roll a d12 now. Came up ten. A normal encounter would have 1000gp sitting here, but this is a dragon, so it’s triple that at 3000 gold pieces.

That is 176 handfuls of coins. That’s actually more coins than I can imagine with any sort of accuracy. And you’re going to stuff that into some sacks and drag it home? Man, I’ve had a pocket full of loonies before, and it’s not comfortable. Trying to drag home my share of thousands would make me a grumpy dude.

Moreover, where the hell are you going to keep all of this money? You can’t just carry it around, because it’s thousands of fucking gold pieces. You have to keep it somewhere, and if a young dragon couldn’t guard it from four asshats like your party, how are you going to make sure that the money stays yours?


Alignment

I love the words “alignment system,” when applied to D&D, mostly because it doesn’t really exist. Early on, it seemed like a good way to figure out whose team everyone was on. Are you part of the chaos team or the order team? Good or evil? I have a spell to find out for sure.

Later, it became a flavour point. A good character acts in different ways than an evil character at least some of the time, and the guidelines set out in the books tell you what sorts of things people in each alignment do. But boiling complex ethical questions down to a nine point grid is always going to be problematic. Moral relativism is entirely ignored for absolutism, which in itself is problematic because the D&D morality system assumes that the absolutes can be found in North American cultural values.

Democracy and personal freedom are not “good” in a society that values adherence to a strict code of conduct and absolute loyalty to one’s liege lord. Indeed, encouraging democratic rebellion eschews the divine right to rule entirely and in such a society would be a heinously evil act of treason. But, because we largely live in mostly democratic nations, we assume that democracy is good and tyranny is evil.

Still, it’s a hallmark of the game, and one of its most clearly recognizable symbols. There have been internet memes built around it. People like it. With Fourth Edition D&D, it was made to matter even less than in Third, with spells no longer affecting specific alignments and alignment restrictions being removed from even the clearest example of them (a paladin can only be Lawful Good). Fourth Edition also stripped the system of Chaotic Good and Lawful Evil, assuming that Evil is the Lawful version and Good is of the Chaotic sort unless otherwise specified. Where once there were some minor systematic overlaps in alignment, there are almost none, now.

To make alignment important, to make it a focal point of the game’s system, will require something of an overhaul of the way we look at alignments in general. While I desperately hope we never see alignment restrictions ever again (I mean, a paladin is just a warrior for the cause of a god, yeah? There are evil gods. You don’t need a separate class for that.), I think that bringing back alignment-specific effects would be a solid step in the right direction. This should be especially true of the “holy” classes like clerics and paladins, who should deal damage typed to their alignment. Demons should be forced to occasionally take 10 points of “good damage,” while angels should eat “evil damage” for dinner once in a while. In fact, the more closely related you are to a specific alignment, the more damage you should take from its opposite. Make a whole bunch of creatures that are vulnerable to Good Damage. Keep radiant and necrotic damage, because both of those are awesome, but don’t use them in place of damage.

Alignment specific bonuses should be applied to gear, as well. Magic the Gathering has this shit locked down, because card colour is basically alignment. One of the cycles from the newest core set gives a creature a strength and toughness bonus for being the right alignment, and also provides an ability typical to that colour’s effects. That’s cool business, and could easily the be ported over to role-playing games.

For the record, Neutral shouldn’t get a damage type. It’s also the stupidest of the alignments, and one of the few areas in which I agree with Kevin Siembieda is that “selfish” is a much better description of that alignment set.


Vancian Magic

There are two things I hate about Vancian Magic. The first is the forgetting of spells at inconvenient times (like right after I’ve cast the damned thing). The second is the idea that the level of the spell is not the level of the person casting it. Both of those problems got fixed in Fourth Edition, and it’s one of the things people complain about the most readily. “My wizard is too effective. He should be way more horrible than this,” say the grognards.

A lot of people have talked at length about Vancian Magic and why it’s good and why it’s horrible. I’m not going to retrace over that conversation. Instead, I’m going to try and find a way to make Vancian Magic the best magic it can be.

First of all, going back to levels a bit, if I’m going to lose my abilities after I use them, those abilities are going to need to be really cool. And they’re going to need to be way cooler at every new level. Now, when I say that a spell needs to be cool, I’m not suggesting that it needs to do way more damage or whatever, it just needs to do something that is awesomely flavourful and also useful. Some damage-dealing spells are great, and you can’t build a Vancian magic system without staples like Magic Missile or Fireball. But I need a reason to cast spells that isn’t combat. Or if it is in combat, it shouldn’t be roughly as effective as the ranger’s arrows. A mage’s spells need to do something weird and cool. At first level, it’s not enough to just throw some force at a guy and have him get knocked back a square. I want to throw a mystical orb of glowing green power at him and have his face covered in three fighting squid for a turn. At tenth level, I should be able to turn a castle into a peach that I can carry around in my pocket for a day. At fifteenth level, I should be able to rearrange continents into shapes that please me, and damn the ecological considerations. At twentieth level, I should be able to carve my own face into the moon, where I will smile upon those who make me happy and scowl angrily at those who’ve wronged me. And my scowl should cause your genitals to turn into sea anemones that whistle annoying songs all the time.

Seriously, the whole concept of magic in D&D needs an overhaul. Magic shouldn’t be a tool, it should be fucking weird. It should do weird things more often than it does Magic Missile. If you have to have fireballs, have those fire balls carve the runes of my future into the bodies of my enemies, easily readable by wise bison and children, but not by me. If you have to do rope trick, have the portal cut a hole in the meat of the world where we will be warm and safe, but marked forever by our crime (thank you to 7th Sea for that one).

This is what magic is, it’s filled with strange flavour and weird concepts that can’t possibly be replicated by current technology.

And it’s really time that wizards, sorcerers, warlocks et al get different flavours of magic. When a wizard casts a spell, it’s refined, perfect, as pristine in form as it is in function. It’s focused, simple, elegant, but lacks power, flair, or pizazz. When a sorcerer casts a spell, it’s wild, weird, doesn’t really know what it wants to be until it’s finished, and might not go off properly at all. When a warlock or a cleric casts a spell, it’s not a spell of his or her choosing. No, the choice is left to his or her benefactor, which makes a warlock’s spellcasting effectively political.

Make magic cool and weird again. And build the powers of the people who use it with some thought to what sort of magic they wield.


Classes

I like the freedom of a point-buy system, and I love the flavour that comes pouring out of a lifepaths system like Burning Wheel. I absolutely adore the Aspects of FATE and the similar traits of Dogs in the Vineyard. I don’t really dig on classes all that much, because they restrict the focus of my character to whatever settings were determined best by the folk who wrote the class. They certainly have their uses, and they increase grokability in a big way, but what they gain in recognition from the players is lost in a lack of flexibility and real customization.

Classes in D&D need to be rethought from the ground up, I feel. Each class needs to find a unique way to interact with each facet of the game. Fighters need to fight, but they should also get better at fighting the more beat up they get and they should get better at their skills while they’re in combat and their equipment should be at its peak in the middle of a brawl. A wizard casts spells, which is neat, but they’re not well suited to combat and should do their best to stay away when the swords swing. They are, however, incredibly useful in a library and their skills get much more relevant when they have a rich pool of knowledge from which to draw. Their equipment works best in universities and labs and their feats give them all sorts of bonuses to knowing stuff. Thieves steal stuff, and sometimes that means getting your hands a little dirty, but the less you’re noticed the better. They get better at fighting when the chips are down, but they look their best when everything is going their way. Their skills work best in silence and darkness; they don’t perform well under bright lights, or when anyone has noticed them. They are incredibly useful in cities and do their best work in dark alleys. These are simple things to talk about, but making them matter in the course of play can be a lot more challenging. Situational bonuses should be built into characters to exemplify what it is they do, where they do it best, and how they get it done.

Make fighters better at what they do when they’ve had the crap kicked out of them.
Make wizards better at what they do when they have some time to think and a cup of tea,
Make thieves better at what they do when they’re on the rooftops and in the alleys.
Make clerics better at what they do when they’re facing down the enemies of their church.

Give people a situation in which they are better at doing the things they do, and encourage players to work to those strengths. Reward your players for doing things outside of combat that their characters are good at (except fighters, because fighters excel at combat, hence the name). Build role-playing hooks into your characters from the get-go. Build abilities that encourage non-combat situations and enhance exploration. Instead of looking for four basic ideas of what player characters do, look at what each class does, find a way for them to excel at that thing in different circumstances, and build the class around that. Let’s take a look at the fighter and the ranger, for instance.
The fighter fights. Fighters are at their best in combat. The fighter gets better at things the more damage he or she has taken. The fighter’s skills get better when in a fight. The fighter’s equipment thrives on combat and combat situations. Fighters look their best when they’ve been beaten up.

The ranger hunts. Rangers are at their best in the forest. The ranger gets better at things as he or she fells enemies. The ranger’s skills get better after a fight. The ranger’s equipment thrives in the wilderness. Rangers look their best when they’re travelling.
These are very different character builds for two martial style characters. Neither is magical, both of them “fight,” but these are two completely different sorts of characters who excel at very different things. The fighter doesn’t care if he or she’s in a forest or a cave; he’s going to fight and fight well. The ranger cares about where he or she is, but only cares about fights after the fact. Building classes this way provides a lot of avenues for archetypes that haven’t been explored a lot, and can help in finding the specific niches between similar characters (wizards and sorcerers for instance).
The wizard casts spells. Wizards are at their best surrounded by books. The wizard gets better at things as his or her resources improve. The wizard’s skills get better while preparing to cast a spell. The wizard’s equipment thrives in places of learning and knowledge. Wizards look their best when well-rested.

The sorcerer casts spells. Sorcerers are at their best when celebrating. The sorcerer gets better at things as his or her emotional investment gets more intense. The sorcerer’s skills get better when surrounded by strangers. The sorcerer’s equipment thrives on new experiences. Sorcerers look their best at parties.
Obviously these are just examples, but they build character classes in a direction that creates cool and interesting niches and ties characters to the situations in which they find themselves, which I think is much more important than making sure the party’s meat shield is sticky enough to pull aggro.

Kill all of the classes in D&D. Build them up from scratch. Look at what they’re good at, look at where and how they want to be good at it, and find ways to represent those preferences mechanically, and you’ll end up with characters that are much, much cooler in the long run.

Obvioulsy, all of this is just my opinion (and, to some extent, Friend Ian’s). But by sanding the rust off the chassis and rebuilding the transmission, D&D might have a lot of life left in her. Rather than looking at ways we can redesign the Mustang, why don’t we see if we can make this one pretty again?

Saturday, January 21, 2012

Flavor in Game Design

I read an article talking about how Monte Cook is wrong to suggest that giving a dwarf with an axe a +1 bonus to hit because dwarves love axes. Story, the article said, is not tied to giving bonuses for stereotypical racial traits, and in fact make it more difficult to build characters outside of those stereotypes.

Except, the person who wrote the article didn’t even really bother to read what Mr. Cook was saying. Cook wasn’t at all talking about story. He was talking about flavor, and those are two very different things. Story is certainly a part of flavor, it is the thing that carries the weight of a game’s narrative, whether it’s a role-playing game, a board game or chess. The story of chess is very simple, and mostly implied, but it’s there. More important, though, the flavor of chess is has nothing to do with that implied story. Knight, pawn, bishop, queen. Each piece is named for a figure of medieval Europe.* This flavor is divorced from the story of “You are a commander. You meet an enemy on the field of battle.” The two are not one and the same. See, I could make a game with all of the pieces from chess with a totally different story, but it would still have chess-like flavor because of the nature of those pieces.

Flavor allows us to make assumptions about a game. If there are dwarves in your setting, there are some concessions you need to make to people who know what dwarves are. In some cases, you’ll need to strictly adhere to the tropes of the dwarven people. In other cases, you’ll run counter to those tropes. But in both situations, you need to be keenly aware of what those tropes are, what people are expecting from your inclusion of this flavor, and how to cater to or subvert those assumptions.

What Cook was suggesting was not that story should be dictated by +1 bonuses to hit with axes. What he was asking is “Should the fact that dwarves stereotypically like axes be reflected in a game’s mechanics? How closely should the tropes of the epic fantasy genre affect the design of a game with that genre’s tropes?” And it’s a fair question, one that begs to be answered by Ron Edwards. System matters, and how a system ties to the flavor of the game is an important point in how the game will be played. The systematic concessions made to setting determine the texture of the game, how it feels in your mouth while you’re chewing on it. This is one of the biggest reasons I’m worried that the Assumed Setting of Fifth Edition D&D will be the Forgotten Realms. I believe that any system designed to specifically cater to the Forgotten Realms as a setting will by necessity play more like Second Edition Dungeons & Dragons.

And while I love me some Second Edition D&D, I’m not really looking to play something that feels like it right now.

So, to answer Cook’s question: Should flavor determine mechanics? Yes. How much should it do so? As much as it makes sense in your design. I mean, I don’t know what you’re cooking up yet, so I can’t really speak to any given set of mechanical curiosities. I don’t even know if we’re looking at a top-down or a bottom-up design yet. In a top-down design, it makes a lot more sense to try and capture the flavor of the game mechanically. In a bottom-up design, you’ll be looking much more closely at how you can crow-bar the flavor to the kick-ass mechanics you’ve built.

Which actually makes me wonder how much thought has gone into the overall design philosophy this late in the game’s design. From what I understand, there is already a playtest-ready version of the game floating around. If we’re confused about fundamental design questions regarding the depth of flavor’s influence on the rules, color me slightly concerned.


*Yes, even pawn. Etymologically, it’s linked to the word pedonem, or foot soldier, in Anglo-French.

Thursday, January 19, 2012

SCP Foundation

Every once in a while, I get the idea in my head that I should do some monster research, that I should go trawling the internet looking for some inspiration for a really over-the-top creepy monster or something. Then I remember that the SCP Foundation exists, except that I can never remember what it's called because "The SCP Foundation" is a terrible fucking title for anything. I keep mixing up the letters. Or including letters that don't exist. Because it doesn't even stand for anything. 

Today on Reddit, someone posted a link to it, and I decided to keep it here, on my blog, for the rest of forever. If you've never taken a look at the SCP Foundation before, it's very cool. Reading over a few of the entries now, I'm a bit taken aback at the amateurishness of the writing, but the idea behind the project is intensely awesome.

Basically: Catalogue a list of monsters from the point of view of the scientists tasked with keeping them safe and safely away from the public. Each entry has an item number, an object class, a list of special containment procedures, and a description of the thing and its abilities. It is written something like a field report, without embelishment or hyperbole. Just "This is the thing. This is what we've observed it doing. Don't touch it with your hand or it will wither your flesh to the shoulder and you'll die from necrosis a week later. Also, it's a five year old girl." 

Monday, July 12, 2010

Session Review

So I’m actually writing some of this session review before the session happens. I’ve got some pretty intense stuff happening this time around, and I figured it would be best if I could just get some of it down before the session goes live, and fill in the blanks when it’s done. Obviously, I’m going to erase this introduction before I publish the post, but it’s nice to have a draft to come back to when the session’s done.

The first thing to take a good look at is the Social Combat system. I’ve designed the Headmaster at the Extreme Library around this sort of encounter as a solo who will give up when he’s bloodied. With completely average damage rolls, it will take 19 hits to finish him off; not a ton, just enough to see how the system works and where it needs to be tweaked a bit. Here, have the whole encounter!

This is how things usually go at the Extreme Library:

 

1. You go to the front desk and request a book.
2. The bookaneers go and get that book for you. This can take weeks.
3. Depending on the level of difficulty getting the book, you pay a fee.
4. You get your book.

 

The player characters are on something of a time-budget, though, and can try and convince the woman a the front office to let them go after the book themselves. That will, of course, cost something, as the Extreme Library makes all of it's money from it's book delves. Determining whether or not the players will be able to get the books for themselves (and at what cost) will be a Diplomatic Encounter.

 

Roll Initiative: d20 + (half level + charisma modifier + misc. initiative mods)

 

On your Turn: Choose Bluff, Diplomacy or Intimidate as a Fight, Defend or Manouever action. Roll that skill vs. the opponent's Passive Insight. If the check is successful:

 

Fight: Deal 2d6 + Charisma Modifier damage.
Defend: Choose a creature. That creature may spend a healing surge.
Manouver: Opponent suffers a -2 skill penalty to Insight (save ends).

 

image

 

So looking at his stats, he’s got a social AC of 22, and a +14 to hit on most of his attacks. That’s pretty much in line with level 10 rolls, though he was hit a little too often, and didn’t do enough damage to be a real threat.

The player characters actually knocked this guy around pretty easily, and it was slowly turning into a slog at about the point he was bloodied. They were going on all-out attack, which is fine against a guy like this, but he simply wasn’t dishing out damage on a level to be a decent threat. I think the next social combat encounter is going to be a lot higher on the damage dealt, with a higher Insight check; I want to see people using Maneuver and Defense rolls as well as just straight-up attacking.

The second thing I’ve done today is fuck with movement a bit. I incorporated a bunch of notes that constitute something of a miniature skill challenge; success on the skill challenge means you don’t take boatloads of damage.

The Extreme Library is built into the side of a huge ocean-facing cliff. It falls thousands of feat, hangs miles over the ocean (held up by the Cage Spires), and some say that the bottom is some sort of dimensional rift to where every book ever made in every language, written on every possible material has come to rest. It is an insanely dangerous place, due to the huge number of dangerous creatures that guard the various tomes of incredible value here and the certain doom that awaits anyone who falls.

 

The "broomsticks" that the party has are basically useless here; you can only fly a number of squares above the ground equal to your speed, and the number of squares between the ground and the Library are "infinite."

 

To get around on the walls here, they will need climbing and rappelling gear. The DC to climb down, using appropriate equipment, is 5 (just with half their level, every PC makes it); the shelves make for easy climbing, as there are plenty of hand and foot holds, but it is exhausting work (DC 22 Endurance check every hour, or lose a healing surge).

 

The combat map will be flipped on it's side, today, with one side being "Up," the other "Down." You can move up to your speed Up with a DC 25 athletics check or half your speed Up with a DC 15 athletics check. You can move an extra two squares Down with no climb check.

 

With a DC 20 athletics check, you can also "swing," which allows you to "fly" up to half your speed side-to-side (and diagonally down), but you need to begin and end your move action on the "ground."  While swinging you can make a melee basic attack as a minor action once any time during movement, without provoking an opportunity attack. You may swash your buckle at any time during this movement or attack.

 

Attacks that require two hands CAN be done, but provoke an Immediate Interrupt from Gravity that slides the character two squares.

 

If you fall prone, fall ten squares and take 2d10 damage. Your rope will save you from most of the damage, but not all of it.

The party made it through the first encounter using these rules, and while they didn’t look any different on the map, the shift in perspective from top-down to side-scroller resulted in a few moments that couldn’t have happened otherwise. Things like “falling as a charge” or “jumping on the gargoyle’s back” that would be completely ridiculous in a top-down map orientation.

We fought some bookend gargoyles, and a bookworm (just normal gargoyles, and a scythejaws that had its speed reduced to zero). Good times were had.

Wednesday, May 05, 2010

How to Make it Metal

In our introductory session, we did some things that were pretty kick-ass. We took down a level-five Solo without losing anyone. We busted through level two, straight into level three. We killed a dude with a scalpel, and that's always a fun experience. And while some of that stuff seems pretty Metal (and the events themselves were very metal within the framework of the game), none of those things are, in and of themselves, indicative of the genre we're trying to invoke with the game. A lot of the Metal flavor came from the set dressing, the player's descriptions of characters and actions, and the role-playing that happened around the table.

It can be pretty tough to run a game within a particular sub-genre of fantasy with Dungeons and Dragons. Honestly, the game is rather poorly set up to do setting-specific things. It's in nearly every way an Epic Fantasy Game, and that comes with a certain amount of baggage that can be difficult to shake off when you're trying to do something a little more unique. Making a game that tries to emulate the stylings of the Heavy Metal music movement is a little more unique than that, and it requires a bit of help from the players to really make it happen.

The first major step in making a game that fits a genre is understanding what everyone wants to do with that genre. Role-playing games are a collaborative thing; they require input from all of the forces that are making the game what it is, so bringing the players into the brain-storming is never a bad idea. At the end of the first session (which was, to be honest, only half-good), I sat down with my players and asked them what they wanted to see from the game, what sorts of things they'd be interested in playing through. There were some suggestions batted around, such as increasing the importance of the music in the game, stealing fashions and styles from various metal movements when creating the cultures of the various races (the Femural Forest elves, for instance, have adopted Hair Metal as their aesthetic; it should probably be noted, they're still bad-asses).

But catering to the players' expectation isn't where it ends. You have to involve them in the creation of the genre story. I can establish the dramatic form, and the players will ham to that naturally, but if you want a game to be truly effective in establishing a genre tale, you need to get players pushing the envelope. I need my players to push themselves, to see just how fucking Metal they can be. And that means I need to reward them for playing in a way that advances the themes I want to advance.

I'm a lead-with-the-carrot kind of Game Master, regardless of the game I'm playing. As much as I may love to kill people on a weekly basis in D&D Encounters, I'm not really out to get my players when I'm playing a story-based game. I'll kill them if I have to, or if the dice are particularly mean, but I try to avoid it when I can. People work hard to create those characters, they invest a lot of emotion into making those people "live," and they've invested quite a bit into making the story those characters are playing in pretty fucking awesome. I would rather not punish my players for not playing to type; that isn't going to make it any fun for anyone. Instead, I want to give them something tangible for doing the things that make the game "better." In this case, "better" equals "Metal."

So I'm going to be adding something to my game that is going to reward my players for doing things that are specifically in-genre. Much like the Favors rewarded players for acting within the genre of a cop drama, I'm going to craft a system that allows players to get a kick-ass reward for doing something that is incredibly, amazingly, perfectly Metal. This isn't something I've used yet, but I'll be introducing it on Monday as a way players can get more from the game.

Brutality

Brutality is measure of your character's reputation as a complete and total fucking bad-ass. At the beginning of the campaign, there are a few major players who know that you're the person to call when shit gets serious, but you're not generally well-known. As you progress in Brutality, people will come to know that you mean business, that you are not to be fucked with, and that the shit that you do is some pretty important shit.

When you do something that is 100% pure Heavy Metal, the DM may reward you with a Brutality Point. Brutality Points can be allocated to one of two stats on your character sheet: Fame and Import.

Fame is how well known your character is. A person with a Fame of one or two may be recognized in their hometown or by people in his or her field of work. A person with a Fame of 15 is known the world over. A person with a Fame of 20 is known by the Gods themselves.

Import is a measure of how seriously people take your character. A person with an import of 1 or 2 is generally considered to have a pretty important job in the community, the equal of a sheriff or a low-ranking officer in the army. A person with an Import of 15 is generally considered to have responsibilities on par with those of kings. A person with an Import of 20 has a job as important as making sure gravity still works, something that shakes entire planes of existence.

These are, of course, rough guidelines. You can fill them in however you like. A person with a Fame of 5 but an Import of 8 works behind the scenes for the most part, but the people who know about her respect her as the equal of the mayor of a minor city-state. A warrior with a Fame of 10, with an Import of 6 is known throughout the countryside as a monster-killing machine, and the country-folk respect him for it. As you gain Fame and Import, you can discuss with your DM how those things manifest themselves. They may result in requisitions for powerful magic items, free room and board, all the whores a woman can feast herself on, or even the attention of a God...